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Theory of Simplicity v3.0 | 19 | 12 | 7 |
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Played something similar to this at my first tournament.
Because I wanted to play fast (my goal was to have no games go to time) I wanted something with minimal jank and fairly simple piloting.
I wanted Magnum Opus and Personal Workshop out asap and used Stimhack to set up my rig early on.
Any suggestions and comments are greatly appreciated!
2 comments |
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26 Nov 2015
haywire
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26 Nov 2015
sruman
I agree with Haywire's comment on astrolabe. 2 is enough. Given 3 clone chips and 3 SMC's I don't think you need to double the breakers though. Although you can get to 8 memory, I think you'll often a multi-threader sitting in your hand waiting for memory. I would drop one for another stimhack (one of the basis of your econ). Additionally, given how taxing R&D servers can get for shapers, I think you should drop the indexing for a 2nd makers eye. Perhaps something like: -1 Indexing -1 astrolabe -1 multi-threader -1 film critic +1 makers +1 stimhack +2 diesel You want your personal workshops in early turns, so I'd stick with 3 since you'll probably mulligan rule for magnum or PW. Although I think you probably want even more draw if you can squeeze it in (like -1 magnum for +1 QT or Earthrise). I envision the early turns as draw as many cards as you can, put them on a personal workshop, stimhack off a bunch of stuff when you find it. Just some thoughts. |
I wouldn't play 3 Astrolabe, beacuse you can only use 1 and 2 Personal Workshop are enough too. 3 Magnum Opus are one too much, but I'd suggest to play all the Breakers twice.But you should play 3 Diesel, because to get teh Workshops early is nice but useless, if you don't get Cards to put on.
I play CT in a very similiar Deck and it's a lot of Fun :)